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Messages - Marlowe

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1
DF Dwarf Mode Discussion / Re: Trade Depot not recognising Bins
« on: March 09, 2014, 07:17:33 am »
 Human and Dwarf caravans came, problem seems to be solved. So yes, it does appear to be the mandates.

The new mayor likes picks, so that shouldn't be a problem.

 Goblins are really wimpy on this map. 30 Marksdwarves on the roof; few leaders and jabberers dead, they run away crying. Quitters.

2
DF Dwarf Mode Discussion / Re: Trade Depot not recognising Bins
« on: March 07, 2014, 06:06:39 pm »
Think my mayor DID have a mandate against exporting crowns (or rings, or maybe that was the one before? The new guy like picks, which I'm unlikely to be exporting). Trouble is he got replaced about five seconds before I posted, so I didn't get time to check XXSockXX's theory. In the scant moments between that and the elves packing up and leaving it seemed that the bins placed in the new stockpile were registering normally. I had a couple of necromancers causing trouble right then as well (We shot them, and then had to shoot them again. You know.)

 I can't believe I forgot about the Elves bringing cloth after a certain time.  :-[

3
DF Dwarf Mode Discussion / Trade Depot not recognising Bins
« on: March 07, 2014, 12:18:16 pm »
Playing 34.11. Untamed Wilds woodlands next to a necromancer tower. Lots of fun with random necromancer attacks, zombie sieges, and thieving Kea circuses spicing up the usual goblin nonsense. Good times. And only four deaths so far. Most of my coffins are full of dead dwarven necromancers, and the refuse stockpile has 135 zombie corpses.

 I've just started year five and the elven caravan turns up, I send my marksdwarves up to guard the parapet and order our bins of (mostly) stone crafts hauled to the trade depot. Like we've done three times a year for several years before.

 Except this time the depot menu suddenly only recognizes two Finished Goods bins and a random bone amulet. Out of over a dozen bins in three Finished Goods stockpiles. This occurs using the All(value) menu and the Crafts submenu. Various weapons, armour, and ammunition bins do register.

 I undesignate all the FG stockpiles. No effect. I create a new FG stockpile next to the Trade depot. The dwarves promptly carry the bins to the new stockpile. No joy. Trade Depot menu is still pretending they don't exist.

 I create a dump zone and order the individual crafts dumped and reclaimed, then this gets ridiculous and I order whole bins dumped. I set up yet another FG stockpile with no bins allowed.

 Trade depot starts to recognize the individual items (and another couple of bins) once they reach the new stockpile, and I'm able to get about a third of what I wanted carried to the depot. While trading I realize the Elves have the same issue; all those bins of Rope Reed cloth they like to turn up with? Not showing up on the trade menu. Without it it's a pretty sad day for the merchants. Well, at least we got their wood, booze, berries and thread. Aforesaid bins don't show up when I use the "t" command to view the depot either.

 Haven't tried breaking the trade depot yet. I'll be polite and wait until the tree-huggers have left. Still.

 Not looking forward to be dumping and reclaiming constantly to trade with the people that actually matter.

 Anyone hit this one before? I've been playing since 38c and it's new to me.

 

4
DF Gameplay Questions / Re: Brain gone.
« on: January 28, 2009, 03:23:55 pm »
Well you welcome because i thoght it was real when i said it...

Don't bother. Yanlin has a long history. Longer than mine, though I'm more confrontational.

No, a light grey brain injury isn't much to a civilian. To a military dwarf, it's a crossbow sentence.

5
DF Gameplay Questions / Re: Mtn/Desert, no wood
« on: January 28, 2009, 03:12:35 pm »
Nobody with any experience in a non-magma metal industry bases his metalworking around trees. It's coal you need to find. Trade for fuel and wood as much as you can, but keep seeking for coal and it will set you free. Not from the need for beds of course, but for metalwork...that's another thing. You only need to turn a few units of something into coke and keep the process going.

On the other hand, beds are going to be a real problem. I agree with the last post but LOOK FOR FOR COAL. It will probably be in the mudstone.

PS, If you need trade revenue then the clothing industry is always available if you have soil. It's like the Devil, only without the horns. Plant pig tails, mill them, make socks out of the cloth. It's money regardless of resources.

6
DF Dwarf Mode Discussion / Re: Sparring not as safe as it seems
« on: January 23, 2009, 06:02:31 am »
If you mean it's never happened to you then yes that's odd. I'm routinely clawing chain mails and helms out of people's hands.

7
Mod Releases / Re: Orcs: More things to kill
« on: January 22, 2009, 03:05:09 am »
ditch, retractable bridge, weapon traps.

If you are very careful to trade no more than 999 dwarf dwarf bucks to the dwarven caravan they should not come in the first winter. It's quite hard to trip the other two triggers they have in the first year. The difference between getting Orcs in first winter and getting them in the second summer is huge. For one thing, you've had migrants and can start putting a military together.

8
DF Dwarf Mode Discussion / Re: Sparring not as safe as it seems
« on: January 21, 2009, 07:25:07 am »
Well the hit test when sparring is apparently "to miss", so it makes sense that weapon quality would help with that, even if it is counter-intuitive.

On the other hand, the higher-quality weapon will also do more damage when it DOES hit, so it might be a wash.

Sorry, I don't have the silver for what you ask.

EDIT: To the post above, I did play 38c for ages because I didn't have an internet connnection. Wrestling still seemed to train pretty fast.

9
DF Dwarf Mode Discussion / Re: Problem, or opportunity?
« on: January 21, 2009, 06:38:53 am »
We have had our first baby! Joy of joys.

I'm wondering where the goblins have got to though. Beginning of year 4 and only one snatcher??

10
DF Dwarf Mode Discussion / Re: Problem, or opportunity?
« on: January 21, 2009, 12:03:51 am »
Hello!

So, what are your house rules for that fortress in detail?

And now that we know about your success at animal breeding :) :) :), I at least would really like to know about your citizen breeding.

Personally, I think the cat hatred is more based on the thing that you can't order a cat around. A dog - which happens to be favored - will slavishly do whatever you ask of it (provided you are able to make it understand what you wish it to do :) ). The FPS thing is just an excuse. Believe me :) :) :) :)

Deathworks

Hello!

It uses my Faerie fort mod (http://www.bay12games.com/forum/index.php?topic=28015.0) with a popcap of 80. Basically I'm playing Elves that act like like dwarves. And who don't like the OTHER sort. They dig, they mine, the smelt, they chop down trees. They use bows and can't make maces or hammers. Or plate mail. Or greaves. I'm really missing Dimple cups. I embarked here thinking I'd find Sliver Barb, but no joy. And I refuse to dye cloth with Blade Weed.

Sorry. Mind wandering.

I blush to admit it but I have yet to see a marriage or baby at this fort. I'm not sure why. I have a legendary dining room and a meeting area. Maybe I should set up a statue garden.

I've embarked Spinal Swordguy on a one-Fey crusade against undead deer. His trail of War Cougars stretches half-way across the map.

11
DF Gameplay Questions / Re: Starting a fort in a.... GLACIER!
« on: January 20, 2009, 08:03:41 am »
I just realised most of this thread CONTAINS NO USEFUL INFORMATION WHATSOEVER!!!!! Seriously guys, think about the question.

To the OP, using magma to melt ice  is extremely doable. You have to get the magma to the z-level below the ice without them touching. If you drain the magma a long way away from the source so that it keeps evaporating, an odd effect happens. The ice wall will turn into depth 7 water and drain away (assuming you've actually got it hooked up to your cistern), but it'll NEVER go below depth 1. And depth 1 water that freezes is still a full ice wall, and will turn into depth 7 water when it unfreezes. So, limitless water.

In short, even a tiny frozen pool plus magma is an unlimited water source. As long as you've got periodic magma evaporation and the right z-levels. This is easier to do on a taiga than a glacier BTW.

Once you have water, farming's just a matter of engineering.

I still would recommend that starting on an aquifer glacier, praying for butinimous coal once you're through it, and then trading for wood like heck (you will not be taking an axe. You can afford wood) would be a more reliable approach. Every non-magma fort runs it's metalworking on coal, not trees.

12
DF Dwarf Mode Discussion / Re: Problem, or opportunity?
« on: January 20, 2009, 06:34:19 am »
I've....never had a problem with cats frankly. I believe they get blamed for a lot of other FPS problems. In any case, I'm pretty quick on the butchering front.

I found a fortuitous solution. To the cougars at least. I had a guy training in swordsmanship get a spinal shortly after he reached Swordwarden (swordsdwarf) status. Since he's not elite (and pretty much the rest of the military is) he can be assigned animals. So I've handed him a steel longsword (only superior quality. Sigh), assigned him all the war cougars, and well, basically turned him into a war cougar delivery system. Since he'll be on defense the speed issue doesn't matter so much.

The rest can supply us with leather and meat.

13
DF Dwarf Mode Discussion / Re: Interesting Worlds?
« on: January 20, 2009, 06:21:13 am »
I'd like more cold areas. I don't feel properly evil enough living somewhere that doesn't freeze. At least I have haunted seaspray and undead deer to entertain me.

14
DF Dwarf Mode Discussion / Re: Goblin tower ruins are AWESOME.
« on: January 20, 2009, 03:04:12 am »
I've looked at functioning goblin towers, but the internal passageways always looked a bit cramped and tortuous to me.

15
DF Dwarf Mode Discussion / Re: Experimental Goblin Fortress
« on: January 19, 2009, 07:42:15 am »
I don't think you can butcher werewolves, or tan their hides. But you can make gauntlets from their bones.

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